Base Class: Fighter
Moral Obligation Table
At 3rd level, you begin to take on moral obligations that grant you various benefits and abilities. You can take on as many obligations as you like, but should you fail to fulfill your obligation, you lose that power and must go on a quest of redemption.
| Obligation | Requirement | Benefit |
|---|
| Obligation of Charity | If you see someone in need, you must offer them at least 1GP. | Grants you the Guidance cantrip |
| Obligation of Truth | You must always speak the truth, regardless of the situation. | Grants you advantage on Insight checks |
| Obligation of Protection | You must protect the innocent and defenseless, placing yourself in harm's way if necessary. | Grants you +2 AC |
| Obligation of Valor | You must never back down from a challenge or duel issued by an evil creature. | Grants you Taunt, allowing you to force a creature to duel you, once per combat encounter |
| Obligation of Purity | You must abstain from consuming alcohol and other intoxicants. | Grants you resistance to poison damage and advantage on saving throws against poison. |
| Obligation of Vigilance | You must always be aware of your surroundings. Never be caught by surprise | Grants you advantage on perception checks |
| Obligation of Justice | You must ensure that any evil creature you defeat is brought to justice, never allowing them to escape unpunished. | Grants you the ability to use Hunter's Mark once per day. |
| Obligation of Mercy | You must show mercy to any creature that surrenders or begs for it, sparing their life if possible. | Grants you the ability to use Spare the Dying once per day. |
| Obligation of Humility | You must never boast of your own achievements, giving credit to others where possible. | Grants you the ability to use Calm Emotions once per day. |
| Obligation of Sacrifice | You must willingly put yourself in harm's way to save an ally. | Grants you the Battering Ram ability, allowing you to charge 30 ft forward, knocking down anyone in your path |
| Obligation of Penance | You must remain pay for your crimes, always. In gold, in blood, or in time. | Grants you the ability to always be above suspicion of crime |
| Obligation of Respect | You must treat all creatures with respect, even those you oppose. | Grants you the ability to use Charm Person once per day. |
| Obligation of Compassion | You must assist or put down any injured Beast you find | Grants you proficiency in Animal Handling |
| Obligation of Knowledge | You must preserve knowledge, wherever it is found | Grants you the ability to use Hunter's Mark, at will |
| Obligation of Bravery | You must face your fears and never retreat from a foe unless it is to save others. | Makes you immune to the frightened condition |
Favored Enemy
You gain advantage on attack rolls and saving rolls against demons. You also gain proficiency in Religion if you don't already have it.
Potion Craft
You gain proficiency with alchemist's supplies. You can craft special potions to coat your weapons or drink yourself. You know how to craft potions from the following list:
Potion of Demon Bane
- Effect: This potion coats your weapon, granting it the ability to deal an additional 2d6 radiant damage to demons for 1 hour.
- Crafting Time: 1 hour
- Ingredients: Holy water, silver dust, essence of sunlight
Potion of Undead's Torment
- Effect: This potion coats your weapon, causing it to deal an additional 2d6 radiant damage to undead for 1 hour.
- Crafting Time: 1 hour
- Ingredients: Black salt, grave dirt, essence of the nightshade
Potion of Feybane
- Effect: This potion coats your weapon, causing it to deal an additional 2d6 psychic damage to fey creatures for 1 hour.
- Crafting Time: 1 hour
- Ingredients: Iron filings, moonstone dust, essence of cold iron
Potion of Giant's Bane
- Effect: This potion coats your weapon, causing it to deal an additional 2d6 thunder damage to anything larger than a Large creature for 1 hour.
- Crafting Time: 1 hour
- Ingredients: Shard of a giant's bone, troll fat, essence of the storm
Potion of Celestial Ward
- Effect: This potion coats your weapon, causing it to deal an additional 2d6 necrotic damage to celestials for 1 hour.
- Crafting Time: 1 hour
- Ingredients: Angelic feather, holy water, essence of purity
Potion of Draconic Resilience
- Effect: When you drink this potion, you gain resistance to a elemental damage (choose one: acid, cold, fire, lightning, or thunder) for 1 hour.
- Crafting Time: 1 hour
- Ingredients: Dragon scale, phoenix feather, essence of protection
Potion of Lycanthrope Resistance
- Effect: When you drink this potion, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons for 1 hour.
- Crafting Time: 1 hour
- Ingredients: Wolfsbane, silver dust, essence of the moon
Potion of Aberration Shielding
- Effect: When you drink this potion, you gain resistance to psychic damage and advantage on saving throws against being charmed or frightened.
- Crafting Time: 1 hour
- Ingredients: Brain tissue of an intellect devourer, eldritch ichor, essence of sanity
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Additionally,
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Superior Hunter
Benefit: Once per short rest, you can enter a state of heightened focus and determination for 1 minute. During this time, you gain the following benefits:
- Your movement speed increases by 10 feet.
- Your attacks score a critical hit on a roll of 19 or 20 on the d20.
- You have advantage on saving throws against spells and other magical effects.
Master Hunter
Once per long rest, you can call upon your determination to deliver a devastating blow. When you hit a creature with a weapon attack, you can choose to deal maximum damage instead of rolling the weapon's damage dice.
Additionally, whenever you score a critical hit against a creature, you can choose to roll one additional damage die for the attack.
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